#include "Game/AI/Action/actionNeckSpinBeam.h" namespace uking::action { NeckSpinBeam::NeckSpinBeam(const InitArg& arg) : NeckSpin(arg) {} NeckSpinBeam::~NeckSpinBeam() = default; bool NeckSpinBeam::init_(sead::Heap* heap) { return NeckSpin::init_(heap); } void NeckSpinBeam::enter_(ksys::act::ai::InlineParamPack* params) { NeckSpin::enter_(params); } void NeckSpinBeam::leave_() { NeckSpin::leave_(); } void NeckSpinBeam::loadParams_() { NeckSpin::loadParams_(); getStaticParam(&mBeamRange_s, "BeamRange"); getStaticParam(&mBeamBoneName_s, "BeamBoneName"); getStaticParam(&mBeamActorKey_s, "BeamActorKey"); getStaticParam(&mBeamActorName_s, "BeamActorName"); getStaticParam(&mMuzzleOffset_s, "MuzzleOffset"); getStaticParam(&mBeamDirection_s, "BeamDirection"); getMapUnitParam(&mBeamRange_m, "BeamRange"); } void NeckSpinBeam::calc_() { NeckSpin::calc_(); } } // namespace uking::action